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Author Topic: Rift: Planes of Telara  (Read 28711 times)

jnecros

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Re: Rift: Planes of Telara
« Reply #60 on: February 15, 2011, 01:33:47 pm »

I'm downloading it now, will edit to post my in game name

Right on, made a Dwarf cleric on Sunrest named Globlin

So far, looks like WoW if it had a Korean art director
« Last Edit: February 15, 2011, 04:15:52 pm by jnecros »
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Farseer

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Re: Rift: Planes of Telara
« Reply #61 on: February 15, 2011, 01:38:49 pm »

I'm going to be play Forgrim / Morr. Dwarven warrior and necromancer respectively. :p

Zangi

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Re: Rift: Planes of Telara
« Reply #62 on: February 15, 2011, 01:55:49 pm »

Open beta has just started. I'm on Sunrest RP-PvP. Can I suggest we join up and all go dwarf?
I demand the name Urist McSokk
Warrior - warlord-2handed-paladin

(Google translated: Estonian for sock.)

Now its a matter of bothering myself to download, log in and play.

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jnecros

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Re: Rift: Planes of Telara
« Reply #63 on: February 15, 2011, 05:11:46 pm »

even less I think it said only open from Feb 15th to the 21st
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Bluerobin

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Re: Rift: Planes of Telara
« Reply #64 on: February 15, 2011, 07:26:43 pm »

I'll be making a dwarf priest on that same server. I've been on a different server as a defiant mage and I should probably try something different.

Edit: oh his name will be Zyll. If that's taken it'll probably be Thyr. Turns out it's Libress. What? I liked the female dwarves more. <_<  >_>
« Last Edit: February 15, 2011, 11:26:15 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Farseer

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Re: Rift: Planes of Telara
« Reply #65 on: February 16, 2011, 05:45:19 am »

I don't think I'll be buying this at launch. They had the perfect set up for a more open gameplay experience (shallower levelling due to the fact you're already pretty much a demigod etc etc) and they ruined it by making it pretty much another "on the rails" MMO.

Do MMO designers not realise this section of the market is already taken up by WoW or something? Seriously, broaden out god damn it.

jnecros

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Re: Rift: Planes of Telara
« Reply #66 on: February 16, 2011, 07:13:19 am »

Here is my initial assessment based off of 5-7 hours of gameplay.

It is very hard to not compare this to World of Warcraft, because the whole feel of the game seems to a targeted effort to attract disaffected/disillusioned WoW customers who want an alternative fantasy world to do questing and raids in. It has many of the same familiar, perhaps stale, WoW mechanics such as spell interruption/delay and multipule spell damage types (death magic ect), but adds new elements such as firing ranged weapons while moving.

I think it is fairly safe to say that Rift is essentially a carefully crafted net that fits nicely around WoW, catching the runoff, snapping up the ragequitters, and snatching anyone else who is bored as hell with WoW.   

As I said earlier, the game looks like WoW, but with a Koreanish-style, which is to say that it looks fresh from a Western perspective, but not over the top, it's closer to looking like Aion than to WoW imo.

However, the graphics place a large drain on cpu resources. The game is sharp and really requires a current gaming rig, which I don't have, to fully enjoy full graphics settings. I have the game basically set at medium, and I experienced graphics-based lag in several areas.

Tale of the tape:
Intel Core 2 Quad
2.67 GHz
6 GB ram
Vista 64 bit
GeForce 9600 GT

Character creation is passable, cosmetics are not as detailed as some games (age of conan) but better than many others (Lord of the Rings Online/World of Warcraft).

The best part of the game is the skill tree, which consists of three subclasses (maybe more eventually) within a general archetype. So for example major archetypes are mage, warrior, cleric and rogue. You can specialize on a single paradigm in subclass selection, making a dps cleric for example like I did, is as simple as choosing 3 souls or subclasses that are dps-oriented. You could however, make a series of divergent selections and create a cleric who does well in soloing, who for example has a pet, who can heal single targets fairly well and does respectable dps.

The greatest strength will end up being a major weakness as well imo. Class balance in pvp is a huge issue, and is an area that other mmos still struggle with, Warhammer and Age of Conan for examples. Because of the huge amount of class-subclass combinations, you can bet there will be tons of overpowered builds, and this will be most apparent and disruptive during pvp. Also, I can tell right away that marksmen (a rogue subclass) will be frustrating in pvp, perhaps the most overpowered class, because they can kite like crazy..being able to shoot while moving is already hard to counter, but they can also use many 'spells' or special abilities on the move as well. This coupled with the ability to teleport is going to make for many sadfaces.

The UI is almost a direct port form WoW, which is not a bad thing because I think that WoW's interface is excellent.

Given the buzz surrounding it, Rift will almost certainly be 15$ USD a month.

I have no idea how mass pvp is handled, if there are battlegrounds or other pvp-instances. I will be looking into this asap.

I don't think I will be taking my wallet out for Rift any time soon, but it is tempting as hell to do so. The main reason why I will not be getting Rift, or prob will not, is the graphic intensity/system requirements. The lag due to particle effects is really a buzz kill. And boy, they LOVE environmental particle effects, at least in the newb area. I think all the incomming particle rich spells or catapult shots, whatever they are, were put in to cover up the fact that you are basicly doing nothing but running back and forth doing 'kill x monster/fetch x item' quests.

However, it would be nice to get in on the ground floor because I do think this game will do pretty well for itself, barring any major fuck ups at launch. Generally, I think the game will get good reviews and will have an established population pretty quickly. However, they need to make sure that the game has game content for all levels, many newer mmos make the mistake of not having end game content at launch, or go light on mid game content. They had better have it all or be fast with content updates, otherwise subs will drop within a few months.

The initial unfounded/untested, totally barebones and from the gut/off the cuff rating I would give here:

Rift gets a 8 out of 10 for PVE if I take the perspective of a unhappy WoW player

A 8/10 for PVE if I was a Age of Conan player looking for an upgrade

or a 7/10 if you're looking for a fantasy mmo based on its own merits
« Last Edit: February 16, 2011, 09:23:58 am by jnecros »
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Zangi

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Re: Rift: Planes of Telara
« Reply #67 on: February 16, 2011, 07:32:13 pm »

I've acquired the name Urist... in both the pvp-rp servers.  At least for beta.
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Farseer

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Re: Rift: Planes of Telara
« Reply #68 on: February 17, 2011, 09:04:45 am »

I don't know if I'm playing or not. I'm enjoying it, but am I enjoying it enough to fork out money each month? Damn it.

To anyone who's considering making a warrior, here is the build you want to go for: Riftblade/Void Knight lvl 15. This is the very early build for this, but you'll be doing so much damage you'll hit level 15 in no time. Just spam the hell out of Flamespear, hit them with Discharge whenever you have enough pacts and keep them slowed with Freeze Armour. Should hold up for the main release unless they nerf the fuck out of Flamespear, which is very, very likely. If they do, don't roll warrior at all unless you want to take at least 4x as long to level as everyone else. I suggest speccing cleric to tank, in fact.

In case anyone's wondering what to go for from the very beginning, I suggest this: Riftblade/Voidknight lvl 4.

Not sure what third class to suggest, really.

jnecros

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Re: Rift: Planes of Telara
« Reply #69 on: February 17, 2011, 10:36:57 am »

I got a mage up to lvl 11, the cleric was not my thing really, little surprise considering I nearly always play mages or mage-likes in mmos. So I did warlock/necromancer build with dominator and tried Defiant human, whatever they are called. Pretty easy to solo one on one non-elites, 2 mobs can get dicey, 3 and your screwed. Pet-tanking is out of the question, at least thus far, they pretty much mana and health bots. I've tried putting all of my points in the warlock and in the necromancer trees, and settled on a mix both both, slightly heavy on necromancer. Dominator is crowd control and I have not messed with it very much.

I need to amend my above informal review: I did not mention word pve, this is a cool feature. Basically, the AI churns rifts and hordes of monsters try to overrun villages and areas, players band together and fight them off. Nice system because you just walk into an area and hit join raid and you're in a big group, so you don't have to spam for an invite. These events are going on all the time, and they grant reward tokens, not sure what they are for, just did a few of these global rift raids.

At level 10, you can queue up for pvp. Seems like there is only one battleground EDIT: (for this level), and it is fairly small, bowl-like and not overly impressive. In the center of this bowl is an artifact, each team tries to pick up said artifact and hold it. A points counter ticks up for every second your team has control of the artifact, but holding the item damages the carrier. All said, pretty weak, much worse than anything you will find in WAR or WoW.

World pvp from what I understand involves you traveling to enemy held areas, this automatically flags you for pvp. The nice thing, if it is in fact true because I have no firsthand experience, is that if you are in your own territory, you are not flagged for pvp and hence cannot be ganked or griefed by invading players.   


I am on the fence, lag is not so bad after the newb area, and it is much less for defiant starting out anyway, none of those stupid catapult shots comming in all the time. Very tempting to buy this, I will play some more, but it is pretty damn fun overall.
« Last Edit: February 17, 2011, 11:18:18 am by jnecros »
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Farseer

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Re: Rift: Planes of Telara
« Reply #70 on: February 17, 2011, 10:40:36 am »

After I played some more, I think I'm getting it too.

@jnecros: I highly recommend that warrior build I linked if you want to play a mage-y character with massive defence.

jnecros

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Re: Rift: Planes of Telara
« Reply #71 on: February 17, 2011, 10:48:01 am »

Alright Farseer, I will give the build a try..looks pretty sick
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Bluerobin

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Re: Rift: Planes of Telara
« Reply #72 on: February 17, 2011, 11:07:48 am »

Keep in mind with the PvP, most of the time the battlegrounds are unlocked in tiers (at least this is the case in WoW and two or three others I've played), so the one battleground very likely doesn't represent all of the instanced PvP in the game. You probably just need to be a higher level to unlock the other battlegrounds.

I'm with a couple of other people in the thread where I like the game, but I don't know whether I'll play it enough to pay the subscription. It's already made me cancel my WoW subscription, I just don't know whether I'll switch games or take an MMO break.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Farseer

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Re: Rift: Planes of Telara
« Reply #73 on: February 17, 2011, 11:18:27 am »

I think the end result of that build is this. You should be kicking arse and taking names.

jnecros

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Re: Rift: Planes of Telara
« Reply #74 on: February 17, 2011, 11:23:03 am »

The only thing with this build though, is it is a off tank-like build. My guess is that it will do less dps, all said and done, than casters..but of course you have lots of survival value. Also, unless if I am missing something, not seeing any self-heals, which may be an issue for solo play

Oh and sure, the pvp battlegound is for lowbies, but it still sucks badly..it is worse than any lowbie battlground I have seen. its just a huge bowl with like 2 trees to break line of sight with
« Last Edit: February 17, 2011, 11:25:29 am by jnecros »
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